Trap cards
Every deck has cards that read better than they play. These are the ones the community has convicted — buy them and you’re usually 3-20 MC poorer for nothing. The “why” matters more than the list: each trap teaches a pricing rule that spots the next one.
The worst card in the game
Section titled “The worst card in the game”Underground Detonations — the community’s one-card bottom tier. Pay 10 MC per activation for 2 heat production, when heat production is worth about 3 MC a step. Triple market rate, repeated by hand, for the least flexible resource, on a track that closes. Never.
The famous noob traps
Section titled “The famous noob traps”| Card | Why it’s a trap |
|---|---|
| Hackers | Reads as a 4 MC production swing for 3 MC. Priced honestly (the energy production it eats + the −1 VP), it’s 18-22 MC with a 5-generation payback — the same payback as plain Acquired Company at a third of the cost. |
| Security Fleet | Looks like a 1-point animal without the requirement. But the activation eats 1 titanium every generation, so you’re paying above market for every point. |
| Equatorial Magnetizer | Grinds energy production into TR at ~18 MC for the first step, worse after. You burn your engine to buy overpriced points. |
| Martian Rails | Income per city on Mars — and a two-player board sees maybe 3-4 cities, mostly late. Dead by construction tonight. |
| Power Infrastructure | Converts the expensive production (energy, 7-8 MC) into the cheap one (MC, ~5). The conversion is backwards on its face. |
| Soil Factory | Spends an energy production (7-8 MC) to gain a VP (~5 MC). A straight value loss dressed as a combo. |
| Dust Seals | 5 MC all-in for exactly 1 VP and nothing else — pure market rate with an expiry date. Fine drawn free, never worth buying. |
| Food Factory | Trades plant production — the stuff greeneries are made of — for cash and a point. You want it exactly backwards. |
| Aquifer Pumping | An engine that turns steel into oceans: a long-game card serving a short-game goal. The expert who ranked all 208 cards: “I haven’t used it a single time in nearly two years.” |
| Special Design | Only good when you can name the exact card it unlocks right now. Bought on spec, pure cost. |
Also in the F drawer: Rad Suits, Micromills, Magnetic Field Dome, Industrial Microbes, Power Grid, Aerobraked Ammonia Asteroid.
The D-tier baits (playable free, rarely worth 3 MC)
Section titled “The D-tier baits (playable free, rarely worth 3 MC)”- Toll Station — pays off your opponent’s space tags, in the late game, when production is worthless. Worse at two players than anywhere.
- Insulation — exists to win Thermalist. Not winning Thermalist? It’s a blank.
- Ants — needs an opposing microbe target; head-to-head that’s a favor Matthew won’t do you.
- Breathing Filters, Tropical Resort, Caretaker Contract — late-game cards that arrive after their own usefulness.
- Release of Inert Gases and friends — TR at fair-ish rates with nothing else attached; fine, never exciting.
Cards that fall specifically at two players
Section titled “Cards that fall specifically at two players”Anything whose text says “per city” or leans on opponents’ plays: Greenhouses (“comically good” with five players, disappointing with two) · Zeppelins · Immigrant City · Rover Construction · Energy Saving · Underground City · Immigration Shuttles · Toll Station · Martian Rails. Two-player boards stay sparse — count the cities actually likely to exist before buying anything that scales on them.
How to spot the next trap yourself
Section titled “How to spot the next trap yourself”- Price the production it eats. Energy production is worth 7-8 MC a step — any card consuming one starts that deep in the hole.
- Add the 3 MC. Cheap cards with one small effect (Dust Seals, Micromills) are usually exactly market rate — which means zero profit.
- Check the direction of the conversion. Expensive resource → cheap resource is always wrong (Power Infrastructure, Soil Factory).
- Count the payback generations honestly — the flashy “pays back in 3” cards usually pay back in 5 once priced fully (Strip Mine, Hackers).
- “Per city” / “per opponent’s X” clauses get halved at two players.
- A combo piece without its partner in hand is not a combo — it’s a 3 MC donation (Special Design, Robotic Workforce, Ants).
The meta-rule: traps look like bargains because they hide a cost — the buy fee, the eaten production, the missing partner, the shrinking clock. Price everything, and the deck stops lying to you.